
Sekiro™: Shadows Die Twice - GOTY Edition
Overwhelmingly PositiveAI Summary
Low Risk⏰ Data from 77 days agoSekiro: Shadows Die Twice Annual Edition Public Sentiment Report: Extreme Combat Highly Praised, High Difficulty Design Receives Mixed Reviews
A top-tier action game deified by its near-perfect combat system and highly challenging boss design, while also intimidating some players due to its high difficulty and core gameplay monotony.
Sentiment Distribution
Players give extremely high praise to the game's combat system, art design, and overall experience, considering it a masterpiece or one of the best games ever.
Players appreciate the game's challenge and combat mechanics, considering it excellent and worth recommending, though it may have minor flaws or be too difficult.
Players have mixed feelings about the game experience, acknowledging its strengths while feeling frustrated by its difficulty, design, or repetitiveness.
Players criticize the game for relying too much on the parry mechanic, having monotonous design, or not suiting personal preferences, finding the experience poor.
Players strongly dislike the game, believing its design is unfair, infuriating, or simply a terrible experience.
Top Discussion Topics
Full Report
Core Impression
Sekiro: Shadows Die Twice Annual Edition is an action game renowned for its extreme combat system and ultra-high difficulty. Among the 150 comments analyzed, as many as 60% of players gave it a 'love' rating, considering it 'a masterpiece or one of the best games ever,' with an overall positive rate (love + like) reaching 85%.
Player Favorites
The top three most praised advantages all revolve around its core combat experience. First, the combat system is highly acclaimed, mentioned 42 times with a positive rate as high as 93%, with some players praising it as 'Best sword combat ever created.' Second, the boss design (mentioned 28 times, positive rate 96%) is considered a game highlight, especially the final boss, Sword Saint Isshin, rated as 'the best boss that was created by Master Miyazaki.' Third, the steep but rewarding learning curve (mentioned 22 times, positive rate 91%) gives players a huge sense of satisfaction after mastering the mechanics, with some players stating, 'The game has a pretty steep learning curve; however, right when the gameplay truly clicks for you... it becomes one of the most fun games.'
Player Dissatisfaction
Player criticisms mainly focus on three aspects. The primary dissatisfaction is that some players believe the combat mechanics are too monotonous and rely heavily on parrying, with negative reviews pointing out 'this is a QTE disguised as a game. learn to perfectly deflect every enemy attack...' and 'game is really boring there's really nothing other than parry parry parry...' Second, the game's high difficulty (mentioned 38 times, negative rate 16%) poses an obstacle for some players, who exclaim 'Too ******* hard.' Third, a minority of players (6%) criticize the game design as monotonous or not aligning with personal preferences, feeling the experience is poor, even stating, 'It’s the only one that genuinely made me feel like I was wasting my time.'
Risk Warning
Currently, the public sentiment risk is low. The overall emotional distribution of the game is healthy, with positive emotions (love + like) accounting for as high as 85%, while negative emotions (dislike + hate) total only 10%. Topic analysis shows that core advantages such as the combat system, boss design, and artistic design all have positive rates exceeding 90% or even 100%. Although there are criticisms regarding difficulty and gameplay monotony, these have not led to large-scale complaints or a significant downward trend in ratings, with negative viewpoints being relatively concentrated and accounting for a small proportion.
Want a specific game analyzed, or have feedback or a collaboration idea?
Requests are usually processed within a day — free, no sign-up needed.
📬 Subscribe for the latest Steam game insights and trend analysis
Only for SteamSense updates. Unsubscribe anytime.